scholarly journals Assessment of Anxiety using Hamilton Anxiety Scale in Augmented Reality Head Mounted Display User: A Study Protocol

2021 ◽  
Author(s):  
Manpreet Kaur Bhamra ◽  
Waqar M. Naqvi ◽  
Sakshi P. Arora

Abstract Introduction: Anxiety disorders impact a large number of population all over the world, prohibiting them from undertaking everyday tasks such as driving, staying in crowded places, or dealing with strangers. The Hamilton anxiety (HAM-A) scale is the first rating Questionnaire for determining the sign anxiety symptoms. HAM-A is a 14 point scale containing a clinician-based questionnaire that has been utilized as a self-scored survey based on both physical and psychological symptoms. The components of questionnaires for analyzing the depressive or anxious symptoms are developed and tested in medical practice with great success. Virtual Reality (VR) is a computer-simulated world that allows the user to feel as they are physically present in it. Oculus rift is a VR ski-masked shaped goggle having a better and deeper understanding of the range and user experiences that will help to guide future efforts.Method: The cross-sectional observational study will be including 70 participants aged 18 to 32 from Ravi Nair College of Physiotherapy, India for the study. With intervention, the duration of analysis of the study will be of 6 months. HAM-A scale is used to evaluate the symptoms of anxiety in people before they show up on the oculus rift.Discussion: The study will evaluate the severity of anxiety before going to VR surrounding. Virtual reality devices are more popular, many studies have been undertaken on the construction and validation of interfaces, but more research is needed on anxiety before entering a virtual reality environment has been limited; specifically, There are only a few techniques that may be used to measure anxiety in a virtual reality surrounding.The Institutional Ethical Clearance reference number for this study is RNPC/IEC/2020-21/0012.

Author(s):  
Aaron Crowson ◽  
Zachary H. Pugh ◽  
Michael Wilkinson ◽  
Christopher B. Mayhorn

The development of head-mounted display virtual reality systems (e.g., Oculus Rift, HTC Vive) has resulted in an increasing need to represent the physical world while immersed in the virtual. Current research has focused on representing static objects in the physical room, but there has been little research into notifying VR users of changes in the environment. This study investigates how different sensory modalities affect noticeability and comprehension of notifications designed to alert head-mounted display users when a person enters his/her area of use. In addition, this study investigates how the use of an orientation type notification aids in perception of alerts that manifest outside a virtual reality users’ visual field. Results of a survey indicated that participants perceived the auditory modality as more effective regardless of notification type. An experiment corroborated these findings for the person notifications; however, the visual modality was in practice more effective for orientation notifications.


Author(s):  
Monica Bordegoni ◽  
Mario Covarrubias ◽  
Giandomenico Caruso ◽  
Umberto Cugini

This paper presents a novel system that allows product designers to design, experience, and modify new shapes of objects, starting from existing ones. The system allows designers to acquire and reconstruct the 3D model of a real object and to visualize and physically interact with this model. In addition, the system allows designer to modify the shape through physical manipulation of the 3D model and to eventually print it using a 3D printing technology. The system is developed by integrating state-of-the-art technologies in the sectors of reverse engineering, virtual reality, and haptic technology. The 3D model of an object is reconstructed by scanning its shape by means of a 3D scanning device. Then, the 3D model is imported into the virtual reality environment, which is used to render the 3D model of the object through an immersive head mounted display (HMD). The user can physically interact with the 3D model by using the desktop haptic strip for shape design (DHSSD), a 6 degrees of freedom servo-actuated developable metallic strip, which reproduces cross-sectional curves of 3D virtual objects. The DHSSD device is controlled by means of hand gestures recognized by a leap motion sensor.


2021 ◽  
Vol 10 (5) ◽  
pp. 3546-3551
Author(s):  
Tamanna Nurai

Cybersickness continues to become a negative consequence that degrades the interface for users of virtual worlds created for Virtual Reality (VR) users. There are various abnormalities that might cause quantifiable changes in body awareness when donning an Head Mounted Display (HMD) in a Virtual Environment (VE). VR headsets do provide VE that matches the actual world and allows users to have a range of experiences. Motion sickness and simulation sickness performance gives self-report assessments of cybersickness with VEs. In this study a simulator sickness questionnaire is being used to measure the aftereffects of the virtual environment. This research aims to answer if Immersive VR induce cybersickness and impact equilibrium coordination. The present research is formed as a cross-sectional observational analysis. According to the selection criteria, a total of 40 subjects would be recruited from AVBRH, Sawangi Meghe for the research. With intervention being used the experiment lasted 6 months. Simulator sickness questionnaire is used to evaluate the after-effects of a virtual environment. It holds a single period for measuring motion sickness and evaluation of equilibrium tests were done twice at exit and after 10 mins. Virtual reality being used in video games is still in its development. Integrating gameplay action into the VR experience will necessitate a significant amount of study and development. The study has evaluated if Immersive VR induce cybersickness and impact equilibrium coordination. To measure cybersickness, numerous scales have been developed. The essence of cybersickness has been revealed owing to work on motion sickness in a simulated system.


Author(s):  
Mario Covarrubias Rodriguez ◽  
Beatrice Aruanno ◽  
Monica Bordegoni ◽  
Mauro Rossini ◽  
Franco Molteni

This paper presents an immersive virtual reality system (IVRS) that has been designed for unilateral amputees in order to reduce the phantom limb pain (PLP). The patient’s healthy limb is tracked by using a motion sensor. Data of the limb in motion are used as input parameters to move the phantom limb in the immersive virtual reality system. In this way, the patient has the illusion of moving the phantom limb while moving the real and contra-lateral limb. The system has been implemented by using low cost and open technologies, and combines the Oculus Rift SDK2 device, the LeapMotion device, a motion sensor, and an engine for interactive 3D content and gaming generation (Unity 3D). The Oculus Rift head mounted display is used to provide the immersive experience.


2021 ◽  
Author(s):  
Vaidehi Kannao ◽  
Waqar M. Naqvi ◽  
Sakshi P. Arora

Abstract Introduction: The outbreak of the COVID-19 pandemic has shaken humanity to its core. In the physical distancing, span of vaccination is the most remarkable protective measure for outspreading disease. Shutdown of universities and schools has made education undetermined at every levels. During this pandemic, the demand for a well-trained generation of upcoming doctors is greater than it has ever been in our living memory. Due to the COVID-19 pandemic, medical education now requires mandatory e-learning. However, in emerging countries like India, the scope of the challenges remains unexplored (with wide socioeconomic and cultural diversity). At this critical juncture, we want to see if online teaching approaches for medical students are as appropriate, beneficial and accessible.Method: A cross-sectional study will be conducted in Ravi Nair College of Physiotherapy, India, with a sample size of 150 students aged 18 to 30 years with the study duration will be 6 months. The participants will be asked to fill the questionnaire through an electronic survey in Google Forms. And after completion of the study result will be calculated by systemic data analysis.Discussion: During the COVID-19 pandemics, this study will assess the approach of healthcare students in perceiving online learning. The research will help understand more about their views on e-learning as a device for assisting their education throughout the COVID-19 pandemic. As a result, a better understanding of this may aid in the formulation of future medical school curricula.The Institutional Ethical Clearance reference number for this study is RNPC/IEC/2020-21/0014.


2018 ◽  
Vol 18 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Daniel M. Shafer ◽  
Corey P. Carbonara ◽  
Michael F. Korpi

This study compares watching a film in a traditional theater setting to watching the same film in a virtual theater using a virtual reality (VR) head-mounted display (HMD). The study seeks to determine whether watching a film in a virtual theater is a comfortable experience that viewers can tolerate; and whether watching in VR produces similar feelings of identification, transportation, and enjoyment for the films as watching in a traditional theater. Using the Oculus Rift DK2 HMD and the Riftmax virtual theater software, participants watched either Signs or Ferris Bueller's Day Off in a virtual theater. Other participants watched the same films in a traditional theater setting, and independent comparisons were made. Results indicate that over 90% of the VR participants were able to watch the entire movie in the virtual theater, and feelings of identification, transportation, and enjoyment were quite similar between conditions. Differences found were attributable to the films' content, with an interaction between VR and theater conditions. Implications and future research are discussed.


Author(s):  
Francesca Bruno ◽  
Alessandro Ceriani ◽  
Zhang Zhan ◽  
Giandomenico Caruso ◽  
Antonio Del Mastro

Abstract A human mission to Mars has long been advocated. As each year the scientific researches bring mankind closer to establishing human habitats on Mars, the question of how astronauts can sustain themselves whilst away from the blue planet becomes crucial. The project presented in this paper aims at designing and developing the Virtual Reality (VR) simulation of an inflatable modular greenhouse featuring a system that manages the growth of the plants and helps the astronauts control and monitor the whole greenhouse more extensively. The use of VR technology allows simulating an immersive environment of a Mars habitat highlighting its greenhouse overcoming the limitation of physical locations. Wearing the Oculus Rift head-mounted display (HMD) while holding Oculus Rift Touch Controllers, astronauts or Mars exploration enthusiasts could experience the highly interactive and realistic environment. Its goal is to provide training and evaluative simulations of astronauts’ basic tasks and performances in the greenhouse on Mars while testing the growing method of hydroponics equipped with a smart growing controlling and monitoring system.


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